Demo Reel
I wanted to be a part of the game industry for as long as I can remember. I originally started pursuing this dream as a Computer Science student hoping to become a programmer. At some point though, I realized that to fully realize my potential I needed an outlet for my creative passion as well. This led me to change my major to Game Art & Design. I have now found the niche that my unique blend of logic and creativity fills in the field of Technical Art.
I have six years of academic experience; two in computer science and four in game art and design. I am proficient with several 3D modeling applications including Maya, 3DS Max, and Zbrush. I am versed in the Unreal Tournament 3 engine both in it’s initial UT3 Editor form and it’s expanded form UDK. I am familiar with several scripting and programming languages including MEL, javascript, Uscript, Lua, Visual Basic, C++, and Java. I am currently learning Python in my free time in order to further expand my repertoire. I have worked as a tech artist on AAA title Uncharted 3, I have been the lead technical artist at two small game studios, and I have done special effects for a short film that won “Best Short” at Screamfest LA 2012.
This is a demo reel to show a brief yet varied selection of my skills. I hope it entertains, inspires, and impresses. Thank you for watching.
Lead Technical Artist
I was the lead technical artist at Confetti Games through the development of their studio-launch title Blackfoot Blade. Here is the first trailer made for the game in it’s beta stage. Duties included creating and maintaining particle effects, integrating art assets, developing pipeline tools for art team (using MEL scripting, XML data files, and C++), working closely with programmers to develop and streamline our art pipeline to get assets into the game quickly and efficiently. Acted as liaison to contract artists and implemented the contracted assets into our pipeline.
Cogshire: Asset Development
Although my responsibilities on this team were more focused on the tech side of things, I did model and texture several objects including but not limited to two of the houses that populate the village, the water wheels seen in the waterfall area, the 1st pass crossbow implemented in the custom weapon script I wrote for this prototype, and several others that were cut from the final prototype due to time restrictions and other considerations.
More to be Added Soon!
I will be updating and adding more examples as time allows.